BushHappy number elimination method

winhunter

Member
Stacks, Processors and Selectors

The term that may interest you at most at this point is Processor. Inside WINHunter a Processor is what actually reviews the specified amount of historical data and converts it into a raw score value for each drawn ball. Take for example the Single Hit Processor. This processor contains several functions which output a final rough score. This score value can be graphed, but most importantly it is passed to another object within WINHunter called a Selector. The selector uses its settings to review the score values (high, low, etc) and determines which balls to keep, and which balls to toss out.

It sounds as if you are using several methods together here, which some may already exist inside WINHunter. With this in mind, perhaps just designing a Stack which mimics your method could be done. Now you may be asking "what is a stack". A stack is an arrangement of processors in a defined way that produces a final prediction.

Before we go on though, I noticed that you utilize odds in calculating some of your data. Winhunter does not use odds in any of its calculations. Instead, WINHunter simply calculates raw data, and crunches that data into score values. By converting data into a simple score value, other score values can be tallied together and a combined score realized. This combined score is what the selector then utilizes to generate a final output.

With all of that said, I need to fully understand each stage of your logic, and determine how you are calculating your results.

The final decision on wether to predict a hit or a miss for a particular number is left up to the user, as I don't think a PC can think for you - maybe with AI?
WINHunter's capabilities enable you to design a method which might closely (if not match completely) your logic in picking numbers from your final output.

the method has since failed quite a few times
Don't give up yet! It is my firm belief that because each individual lottery is based upon a constant method that the results contain a "signature". Successful prediction methods do work again in future draws.



Andrew
 

winhunter

Member
Explain....

BushHappy said:
The final decision on wether to predict a hit or a miss for a particular number is left up to the user, as I don't think a PC can think for you - maybe with AI?

Do these spreadsheets contain the prediction method? Or do they just contain the data you reviewed in order to manually arrive at a prediction?

I will download the history for this lottery and will setup a webpage on the sourceforge site (with a link here so everyone can follow along). I will show each stage of the Stack development as you explain each stage of the method (as it sounds like you have many stages).

Before I get started though, I need to know the following:

1> Do you use ALL of the data you generate?
2> Do you always pick balls based upon the same criteria?

What do you look at (historical) to generate your data? From reading your posts here, I gather that you so far are looking at two basic factors:

Hit Count (SingleHit Processor)
Overdue (CompundHit Processor)
or
Not Recent (CompountHit Processor)
Max Repeats (CompoundHit Processor)

Now let me quote the descriptions of these functions from the WINHunter help file:

Hit Count Weight simply multiplies the weight value times the internal count data results, which is simply the final count of the number of hits for each individual ball during that historical draw period.

The Overdue Rule finds the longest period between two separate hits for each individual number based on the range of draws the user has input, and then checks to see how recently it has hit. If the Longest period of time is greater within that range, then the number is overdue to be hit and it's score will be increased by the weight value.

The Not Recent Rule is similar to the Overdue Rule, but allows the user to set a fixed limit for ALL the numbers based on the range of draws the user has input, instead of a variable value for the Longest peroid of time between separate hits. It compares how recently the number hit against the user value, and if the user value is lesser (in other words, the number hit several draws ago), then the number is not recent enough, and is again Overdue to be hit and it's score will be increased by the weight value.

The Max Repeats function looks to see if the number in question has exceeded the maximum number of repeats detected within the history range specified. It currently only looks at the last three drawings to count the repeats from the previous draws. It primarilly does this right now because I have not yet seen 4 consecutive repeats. If the number is under the maximum repeats, then increment the score value. Basically, this filter will eliminate numbers that have met or exceeded their maximum repeat values during a given period of history (skip & use history.)

Now, by combining the score values of the outputs of each of these processors, we arrive at a final combined score which hopefully will push the balls we want to the highest score values, and the balls we dont want to the lowest score values. We set the weights of these processors accordingly as to how we want each processor to affect the final score (positive or negative).

If you are going to use the criteria for all of the separate spans of history as you show in your spreadsheet, then all you have to do is add a Filter for each span under a single group. This accomplishes parallel processing, in that each filter can contain processors. The filter is where the amount of history is defined that is used for it's underlying Children. To better understand this, look at the help file and goto "The WINHunter Concept" (WINHunter Users Guide>Understanding WINHunter>The WINHunter Concept). The final output of all the filters on the same level are all combined and passed to the selector of that filter group. The selector then chooses balls whether their score is high, low, midrange, etc. based on your settings. There are many possible ways to set the selector alone. The idea here is that you combine your filters in such a way that you force the scores high or low (this is the simplest method).

Out of the methods quoted above, which ones will best suit your method?




Andrew
 

BushHappy

Member
Andrew,

I think I will have to study WinHunter in depth before I will be in a position to answer all of your questions. I am new to the Lottery theory, I just had few ideas. I have been spending so much time in the Lottery, that will struggle to find time to study WinHunter.

The spreadsheets do not method of prediction. You have to use the data at hand to make an intelligent guess.

The spreadsheets already contain the Lottery History up to Draw 432.

It looks at occurrence of a number in a specified number of draws if it occurs at the next draw.

You will to open the spreadsheets to follow this description

For example look at the 17 Draw Category:
There have never been more than 9 occurences of any number 17 Draws.
8 Occurences in 17 Draws has occurred 8 times in 416 Draws.
7 Occurences in 17 Draws has occurred 17 times in 416 Draws.
6 Occurences in 17 Draws has occurred 76 times in 416 Draws.
5 Occurences in 17 Draws has occurred 212 times in 416 Draws.
4 Occurences in 17 Draws has occurred 453 times in 416 Draws.
3 Occurences in 17 Draws has occurred 722 times in 416 Draws.
2 Occurences in 17 Draws has occurred 693 times in 416 Draws.
1 Occurences in 17 Draws has occurred 315 times in 416 Draws.

Currently if # 2 appears at next draw the 6 Occurences in 17 Draws will change from 76 times in 416 Draws to 77 times in 417 Draws. This last occurred at Draw 418, so # 2 may appear at next draw. There is no strict prediction method here.

I am just unable to answer your last question. I just hope that can answer this question yourself by studying my spreadsheets.

Cheers,
BushHappy
 

winhunter

Member
Another Processor Rule

The Max Hits Count rule increses the score if the SingleHit count is less than the user input MaxHitCount value.

Listed above is the Max Hits Rule for the SingleHit Processor. If provided a Max Hits value, then the score is increased for that ball.

It sounds to me as though you would like some of these processors to autom,atically calculate the User value and you simply apply a score value.

I could add more rules based on this concept to these processors, and allow the user to input an offset value to adjust the value found. IN other words, if you had a rule that searched for the MAXIMUM number of times a ball hit (single value, calculated from all the drawn balls), and you wanted to capture any balls below a level that falls below the maximum level found then you would need a way to adjust the maximum test value.



Andrew
 

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